











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Effect Displayer 1.7.4Display flying text and image when the player gets detrimental temporary effect. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 24 / 5% |
Size | small |
Lifes / Deaths | Killed by Arymitha the cold drake hatchling at level 24 on the 60th Haze 122nd year of Ascendancy at 19:29 / 1 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 43 (base 37) |
Constitution | 14 (base 10) |
Magic | 22 (base 19) |
Willpower | 14 (base 10) |
Cunning | 81 (base 52) |
Resources
Life | -260/613 |
Stamina | 105/221 |
Healing Factor | 1.0372895330004 |
Regeneration | 3.3711909822513 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 50.209258782398 |
See Invisible | 50.209258782398 |
Offense: Mainhand
Damage | 60 |
Accuracy | 54 |
Crit Chance | 50% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 54 |
Crit Chance | 51% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Acid | +6% |
Light | +6% |
Nature | +6% |
Darkness | +15% |
Physical | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +15% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (38.594633868923%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 33 |
Mental Save | 32 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 30%( 70%) |
All | + 7%( 70%) |
Lightning | + 32%( 70%) |
Physical | + 17%( 70%) |
Darkness | + 14%( 70%) |
Mind | + 7%( 70%) |
Fire | + 26%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Cunning / Stealth | 1.45 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.65 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 20%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 40 power out of 25/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +6% light defense ------ Armor +4 Unlife -80.00 life Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Cun +3 Dex offense ------ Damage +15% darkness Ignore resists +15% lightning Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +6% lightning A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Disrupt/Psionic While equipped: Stats +2 Cun offense ------ Accuracy +5 (+2 eff.) When Hit 2 lightning On-Hit (Melee): * 20 arcane resource burn When Hit: * 15 arcane resource burn defense ------ Armor +2 Resistance +6% nature +6% cold +7% darkness +5% arcane Spell save +12 (+6 eff.) Life Regen +3.00 other ------- Stamina/turn +0.90 Max stamina +12.00 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 12 turn cooldown Effective talent level: 3.3 Power cost 12 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% physical Accuracy +25 (+7 eff.) defense ------ Armor +6 Resistance +5% arcane Spell save +3 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +10 (+4 eff.) Damage +3% physical Ignore resists +5% light defense ------ Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Max stamina +30.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +14 (+7 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.15 Cunning/Stealth +0.15 Cunning/Survival Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature +16 mind On-Hit, radius 1 +20 mind +20 cold On-crit, radius 2 +12 nature While equipped: offense ------ Damage +6% nature Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mindpower +7 (+4 eff.) When Hit 4 lightning 4 cold defense ------ Defense +21 (+7 eff.) Resistance +21% lightning +6% cold Physical save +11 (+6 eff.) Stealth +9 Life +60.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Physical Power +7 (+3 eff.) defense ------ Resistance +3% cold +9% fire Crit Resistance 10.00% Stun Resist +10% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil defense ------ Defense +1 (+0 eff.) Spell save +9 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +6% physical +6% fire +6% cold defense ------ Resistance +11% acid +11% physical +11% fire +10% cold +7% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Con offense ------ Damage +6% nature Ignore resists +25% nature defense ------ Resistance +15% lightning Physical save +12 (+6 eff.) Spell save +10 (+5 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Silence Resist +23% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +26% other ------- Infravision +3 See Stealth +7 See Invisibility +8 Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% Ignore Shields +11% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Resistance +5% arcane Mind save +9 (+4 eff.) Cut Resist +20% Disarm Resist +14% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 mind On-Hit, radius 1 +16 light On-crit, radius 2 +8 fire While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +10 Cun +8 Con offense ------ Ignore resists +20% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 nature While equipped: Stats +5 Con defense ------ Armor +8 Physical save +3 (+2 eff.) other ------- Max stamina +30.00 Blunt and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Str +1 Wil +2 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Resistance +3% blight +5% arcane +9% darkness Mind save +2 (+1 eff.) other ------- Max psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Mag offense ------ Damage +9% nature defense ------ Resistance +7% lightning +8% temporal +6% darkness +9% cold other ------- Infravision +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% defense ------ Resistance +7% fire +6% cold A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Wil +2 Cun +1 Con offense ------ When Hit 4 fire defense ------ Defense +1 (+0 eff.) Resistance +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Spell save +7 (+4 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.10 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% blight defense ------ Armor +1 Defense +20 (+7 eff.) Fatigue -5% Resistance +6% lightning +3% blight Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Encumbrance +21 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +4 Mag defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +3% Resistance +3% light Spell save +9 (+5 eff.) Mind save +3 (+1 eff.) Unlife -60.00 life Life +60.00 Healmod +5% Evasion: (Instant) Puts all charms on 24 turn cooldown Effective talent level: 5.2 Power cost 24 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag defense ------ Armor +1 Fatigue -5% Resistance +3% temporal Physical save +6 (+3 eff.) Life +20.00 other ------- Encumbrance +22 Light +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +1 Con offense ------ Move Speed +25% defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +6% darkness +3% acid A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane Accuracy +5 (+2 eff.) defense ------ Armor +2 Physical save +7 (+4 eff.) Mind save +7 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Con +3 Mag offense ------ Damage +3% physical When Hit 6 blight defense ------ Armor +8 Defense +1 (+0 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil offense ------ Critical power +5.00% Spellpower +20 (+5 eff.) defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Dex offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) When Hit 11 fire 4 nature 6 physical defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Power +20 (+7 eff.) Ignore resists +20% light Ignore Armor +2 defense ------ Crit Resistance 10.00% Mind save +7 (+3 eff.) other ------- Stamina/turn +2.00 Light +4 See Stealth +10 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 20 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 48.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 48.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 159 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Mag +1 Cun +1 Con offense ------ Ignore resists +15% cold defense ------ Resistance +6% cold other ------- Light +3 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 259 Base Damage: 113 Armor: 4 All Resist: 1 Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +6% temporal +12% darkness +6% cold other ------- Light +3 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aurr the Halfling Rogue level 22
52nd Haze 122nd year of Ascendancy at 09:50 see stats
By Aurr the Halfling Rogue level 10
34th Dusk 122nd year of Ascendancy at 00:16 see stats
By Aurr the Halfling Rogue level 20
41st Haze 122nd year of Ascendancy at 01:01 see stats
By Aurr the Halfling Rogue level 16
17th Haze 122nd year of Ascendancy at 23:07 see stats
By Aurr the Halfling Rogue level 7
30th Dusk 122nd year of Ascendancy at 12:52 see stats
By Aurr the Halfling Rogue level 17
23rd Haze 122nd year of Ascendancy at 03:48 see stats
By Aurr the Halfling Rogue level 21
47th Haze 122nd year of Ascendancy at 20:37 see stats
By Aurr the Halfling Rogue level 14
13rd Haze 122nd year of Ascendancy at 04:07 see stats
Log
Cold drake hatchling briefly catches sight of you!
Cold drake hatchling briefly catches sight of you!
Arymitha the cold drake hatchling casts Phase Door.
Aurr slows down.
Aurr stops regenerating health quickly.
Arymitha the cold drake hatchling casts Mudslide.
Aurr reacts to damage from Arymitha the cold drake hatchling, mitigating the blow!.
Aurr is knocked back!
Arymitha the cold drake hatchling hits Aurr for (32 reacted , -3 stam), 188 physical (188 total damage).
Aurr uses Infusion: Wild.
Aurr is cured!
Aurr lessens the pain.
Aurr uses Throwing Knives.
Webs of Fate hits Aurr for 36 physical, 4 arcane (40 total damage).
Melee retaliation hits Aurr for 3 cold damage.
Aurr's Throwing Knife hits Arymitha the cold drake hatchling for (38 webs of fate), 90 physical, (5 webs of fate), 12 arcane (102 total damage).
Arymitha the cold drake hatchling casts Freeze.
Aurr reacts to damage from Arymitha the cold drake hatchling, mitigating the blow!.
Aurr is encased in ice!
Arymitha the cold drake hatchling hits Aurr for (28 reacted , -3 stam), 161 cold (161 total damage).
Aurr has finished recovering.
Arymitha the cold drake hatchling casts Echoes From The Past.
Arymitha the cold drake hatchling hits Aurr for (80 to ice), 120 temporal, (31 to ice), 46 temporal (166 total damage).
Arymitha the cold drake hatchling casts Repulsion Blast.
Arymitha the cold drake hatchling hits Aurr for (98 to ice), 147 physical (147 total damage).
Aurr the level 24 halfling rogue was tortured to death by Arymitha the cold drake hatchling on level 1 of Daikara.